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cuberite-2a/src/Items/ItemSnow.h
Tiger Wang a62b2b1be2
Move item placement into item handlers (#5184)
* Move item placement into item handlers

+ Add appropriate CanBeAt checks in cPlayer::PlaceBlocks, into which all placement handlers call.
* Partly addresses #5157
* Fixes #4878
* Fixes #2919
* Fixes #4629
* Fixes #4239
* Fixes #4849

Co-authored-by: changyong guo <guo1487@163.com>
Co-authored-by: Xotheus <shady3300@outlook.com>
Co-authored-by: Krist Pregracke <krist@tiger-scm.com>

* Review fixes

* Update APIDesc.lua

* Rename

Co-authored-by: changyong guo <guo1487@163.com>
Co-authored-by: Xotheus <shady3300@outlook.com>
Co-authored-by: Krist Pregracke <krist@tiger-scm.com>
2021-05-05 13:25:10 +00:00

42 lines
796 B
C++

#pragma once
#include "ItemHandler.h"
class cItemSnowHandler :
public cItemHandler
{
using Super = cItemHandler;
public:
using Super::Super;
private:
virtual bool CommitPlacement(cPlayer & a_Player, const cItem & a_HeldItem, const Vector3i a_PlacePosition, const eBlockFace a_ClickedBlockFace, const Vector3i a_CursorPosition) override
{
BLOCKTYPE Block;
NIBBLETYPE Meta;
a_Player.GetWorld()->GetBlockTypeMeta(a_PlacePosition, Block, Meta);
// Check if incrementing existing snow height:
if (Block == E_BLOCK_SNOW)
{
ASSERT(Meta < 7); // BlockSnow.h ensures that if we replace a snow layer, it won't be at max height.
Meta++;
}
else
{
// First time placement:
Meta = 0;
}
return a_Player.PlaceBlock(a_PlacePosition, E_BLOCK_SNOW, Meta);
}
};